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The Society
Adventurer's Guild
by Chasmyr
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Membership Requirements: Any class: 1st level
Pass entrance exam
Must meet or exceed a score of 16 in at least one pre-requisite of applicants classes

Membership Dues: 15% of all treasure gained on any adventures.
A complete, confidential journal to be kept on file with the guild.
This journal will only be made open to other guild members upon writers death

Guild Rules: No violence on guild property.
Guild property is neutral ground in all disputes between members.
If guild is ever under assault, members are required to assist in any and all ways with it's defense.
No Bounty Hunting on Guild property.
Members are asked to keep an accurate journal of their travels and experiences.

Guild Benefits: Socializing with fellow adventurers.
Free Housing to members over 10th level
Free access to a cleric of Chrysalia for services required.
Use of guild libraries, laboratories, and gyms.
Ability to borrow items from the guild. These items come from a collection of items donated and willed to the guild by members.
Free Access to the Scroll, a bulletin board whereon postings and bills may be posted by persons or agencies who so desire.
All members may stay on Guild premises for 30 days, room and board free.

Items Available: Cost:
Auroras Catalog items at cost
Magical Items:
Potions of Healing
Potions of Extra Healing

NOTES:
Entrance Exam is given in 80'x80' room. Diamond planted in the middle of room is a moranzim type gingwatzim contained in diamond form.

All Society Guild Halls are interconnected via Malta's Pattern Transport. A unique pattern exists in each towns guildhall allowing users to transfer to and from the real guildhall. The spell is cast by a doorman or similar agency. The source of the spell is rarely known to the user.
There is really only one guildhall, its location an extremely well hidden secret.

There is an extensive library on premises. The journals of deceased members are usually available here.

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